Evidence map›Paper›PMID 40389552›Full record

ArticleScientific reports2025

A cost-effective approach using generative AI and gamification to enhance biomedical treatment and real-time biosensor monitoring.

Abdullah Ayub Khan, Asif Ali Laghari, Majed Alsafyani, Abdullah M Baqasah, Natalia Kryvinska, Ahmad Almadhor, Roobaea Alroobaea, Michal Gregus

Abstract read
In one paragraph

Article in Scientific reports, 2025. The graph could read no effect estimate from its abstract, so it casts no vote on the map. Cited by 10 papers.

0numbers the graph read from it
0cells of the map it votes in
10citing papers in PubMed
–field-weighted citation impact
1 · What the graph read from it

What it found

Each row is one number read from the abstract, on the scale the paper reported it, with its interval. Left of the dashed line favours the treatment, right favours the comparator. Under each row is the sentence it came from. New to these charts? A ten-minute tutorial.

The abstract states no effect estimate the extractor could read, or names no intervention and outcome on the map, so this paper lights no cell and moves no belief. It is still indexed, cited and linked below.

2 · The registry

The trial behind it

Trials whose registry record cites this paper, or whose number appears in the abstract. A trial that started after this paper was published is citing it as background, not reporting it.

Neither the registry nor the abstract names a trial number. If this is a trial report, that itself is worth knowing.

3 · Its place in the literature

Who cites it

10 citing papers in PubMed.

  1. Trial
  2. Article
  3. Article
  4. Article
  5. Article
  6. Article
  7. Article
  8. Article
  9. Article
  10. Article
4 · The record

Corrections and comments

PubMed lists nothing against this paper. Absence here is not a guarantee, only a check that was made.

5 · Who and what money

Authors and funding

8 authors.

Abdullah Ayub KhanDepartment of Computer Science, Bahria University Karachi Campus, Karachi, 75260, Pakistan. abdullah.khan00763@gmail.com.
Asif Ali LaghariSoftware Collage, Shenyang Normal University, Shenyang, China. asifalilaghari@gmail.com.
Majed AlsafyaniDepartment of Computer Science, College of Computers and Information Technology, Taif University, P. O. Box 11099, 21944, Taif, Saudi Arabia.
Abdullah M BaqasahDepartment of Information Technology, College of Computers and Information Technology, Taif University, 21974, Taif, Saudi Arabia.
Natalia KryvinskaDepartment of Information Management and Business Systems, Faculty of Management, Comenius University Bratislava, Odbojárov 10, 82005, Bratislava 25, Slovakia.
Ahmad AlmadhorDepartment of Computer Engineering and Networks, College of Computer and Information Sciences, Jouf University, 72388, Sakaka, Saudi Arabia.
Roobaea AlroobaeaDepartment of Computer Science, College of Computers and Information Technology, Taif University, P. O. Box 11099, 21944, Taif, Saudi Arabia.
Michal GregusDepartment of Information Management and Business Systems, Faculty of Management, Comenius University Bratislava, Odbojárov 10, 82005, Bratislava 25, Slovakia.

Funding

No grant is acknowledged in the PubMed record.

6 · The paper itself

Abstract

Biosensors are crucial to the diagnosis process since they are designed to detect a specific biological analyte by changing from a biological entity into electrical signals that can be processed for further inspection and analysis. The method provides stability while evaluating cancer cell imaging and real-time angiogenesis monitoring, together with a robust, accurate, and successful identification. Nevertheless, there are several advantages to using nanomaterials in biological therapies like cancer therapy. In support of this strategy, gamification creates a new framework for therapeutic training that provides patients and first aid responders with immunological, photothermal, photodynamic, and chemo-like therapy. Multimedia systems, gamification, and generative artificial intelligence enable us to set up virtual training sessions. In these sessions, game-based training is being developed to help with skin cancer early detection and treatment. The study offers a new, cost-effective solution called GAI, which combines gamification and general awareness training in a virtual environment, to give employees and patients a hierarchy of first aid instruction. The goal of GAI is to evaluate a patient's performance at each stage. Nonetheless, the following is how the scaling conditions are defined: learners can be divided into three categories: passive, moderate, and active. Through the use of simulations, we argue that the proposed work's outcome is unique in that it provides learners with therapeutic training that is reliable, effective, efficient, and deliverable. The examination shows good changes in training feasibility, up to 22%, with chemo-like therapy being offered as learning opportunities.

Indexed as

Artificial IntelligenceBiosensing TechniquesSkin NeoplasmsVideo GamesCost-Benefit AnalysisHumansBiomedical treatmentBiosensorsCancer diagnosisGamificationGenerative artificial intelligence (GenAI)Machine learning (ML)

Identifiers

PMID40389552
PMCPMC12089585

What OpenQuestion holds

Textmetadata
LicenceCC BY-NC-ND
Read underepoch 390

Registered trials

None linked

Read under generation 80e0d062 · epoch 390. Bibliography from PubMed, PubMed Central and OpenAlex; grants from NIH RePORTER; trial links from ClinicalTrials.gov; estimates, votes and beliefs from the OpenQuestion graph.